Sugaroverdose wrote: »So mindless zerg was buffed, again.ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Any chance to see the same post but with content like that:?ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
AoE Caps has been disabled in Cyrodiil.
We runned multiply of performance issues over all campaigns since we implemented cap system and decided to revert it back to make stacking less effective than any battle tactics which requires brain usage.
Very nice! Also great ideea with the sneak peak. U should do it more often
Sugaroverdose wrote: »So mindless zerg was buffed, again.ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Any chance to see the same post but with content like that:?ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
AoE Caps has been disabled in Cyrodiil.
We runned multiply of performance issues over all campaigns since we implemented cap system and decided to revert it back to make stacking less effective than any battle tactics which requires brain usage.
There's no "troll repair", there is repair in time when mindless zerg lost most of their siege operators for '_some reason_' while they all was very busy killing a guy who taunted them with tbag animation.OneKhajiitCrimeWave wrote: »Sugaroverdose wrote: »So mindless zerg was buffed, again.ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Any chance to see the same post but with content like that:?ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
AoE Caps has been disabled in Cyrodiil.
We runned multiply of performance issues over all campaigns since we implemented cap system and decided to revert it back to make stacking less effective than any battle tactics which requires brain usage.
@Sugaroverdose
While Khajiit agrees with the idea of removing AoE caps, this one simply asks why every time we move a paw forward in the level of communications we receive via the Green Speakers, someone has to come out and go "THIS IS NOT GOOD ENOUGH"
Troll repair should never have been able to happen, and has been stopped. This is a good thing.
Lightning staff fix has been reverted based on feedback. This is a good thing.
Stop being all negative all the time. You make a Khajiit sad
Drummerx04 wrote: »@ZOS_RichLambertZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
I don't even have words of praise that can state how much I am thrilled by this. Lightning will remain a beautiful pve weapon and you will remain a beautiful person.
This has gotten me thinking about ice staves. Fire and lightning fill the roles of single target and aoe staves, but ice is still left sort of hanging. What if ice becomes a resistance debuff staff?
Tri Focus: Fully charged heavy attacks with ice staves will reduce the targets physical and spell resists by ~2000 for 15 seconds.
Wall of Elements: enemies within the (ice) effect take 2/3/4/5% additional damage from all sources (in addition to being chilled/snared)
From what I can see, this would give ice staves a nice utility that would make them worth considering for end game pve. The other two staves remain as viable as ever, but ice would suddenly become a valuable group tool, like running Night Mother's Gaze or Alkosh.
ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Fixed an issue where your character’s movement speed was 10% slower when your weapons were unsheathed.
A little background on this one... the design with character movement has always been you should move faster with weapons sheathed. Back in update 9 we fixed a bug where that wasn't happening. We've decided to change the design and are removing the 10% run speed penalty for having your weapons unsheathed. Thanks for all the feedback on this and we'd definitely love for people to provide new feedback on this change after playing it on PTS.
Poison Injection (Poison Arrow morph): Fixed an issue where this morph’s bonus damage to low-health targets was applying to equipped Poisons and the Poisoned status effect.
This is the "Ravage Health Bug" that some PVP players have been running into. Thanks to Nafirian on Twitch for reporting it with such great repro steps.
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
@ZOS_RichLambert please make this happen.Sugaroverdose wrote: »So mindless zerg was buffed, again.ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Any chance to see the same post but with content like that:?ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
AoE Caps has been disabled in Cyrodiil.
We runned multiply of performance issues over all campaigns since we implemented cap system and decided to revert it back to make stacking less effective than any battle tactics which requires brain usage.
ZOS_RichLambert wrote: »Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Love the other fixes, and thanks for listening.
But this one is not great, IMO. Troll repairing often allowed a single player scouting keeps or small group to delay a siege long enough for reinforcements to arrive, reducing the amount of near-PvDooring. It's also easily counterable: about 4 timed siege will break troll repair; so a small group on the outside isn't at an unreasonable disadvantage provided they have some basic organization and communication.
Granted it's annoying when there's a dozen zerglings inside repairing; but I suspect the fix is worse.
ZOS_RichLambert wrote: »Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Love the other fixes, and thanks for listening.
But this one is not great, IMO. Troll repairing often allowed a single player scouting keeps or small group to delay a siege long enough for reinforcements to arrive, reducing the amount of near-PvDooring. It's also easily counterable: about 4 timed siege will break troll repair; so a small group on the outside isn't at an unreasonable disadvantage provided they have some basic organization and communication.
Granted it's annoying when there's a dozen zerglings inside repairing; but I suspect the fix is worse.
I disagree. This prevents long keep fights that cause lag on the servers and allows them to be flipped faster
ZOS_RichLambert wrote: »
[...]
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
Patch notes posted early *AND* with a dev commentary about the intent behind the changes?
/faints
Seriously, keep it up!
Drummerx04 wrote: »
This has gotten me thinking about ice staves. Fire and lightning fill the roles of single target and aoe staves, but ice is still left sort of hanging. What if ice becomes a resistance debuff staff?
Tri Focus: Fully charged heavy attacks with ice staves will reduce the targets physical and spell resists by ~2000 for 15 seconds.
Wall of Elements: enemies within the (ice) effect take 2/3/4/5% additional damage from all sources (in addition to being chilled/snared)
From what I can see, this would give ice staves a nice utility that would make them worth considering for end game pve. The other two staves remain as viable as ever, but ice would suddenly become a valuable group tool, like running Night Mother's Gaze or Alkosh.
ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
The extra communication is amazing and very welcome! Thank you!ZOS_RichLambert wrote: »Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
ZOS_RichLambert wrote: »Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Moglijuana wrote: »That's cute. Can you fix Mag DK while you're at it?
ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Poison Injection (Poison Arrow morph): Fixed an issue where this morph’s bonus damage to low-health targets was applying to equipped Poisons and the Poisoned status effect.
This is the "Ravage Health Bug" that some PVP players have been running into. Thanks to Nafirian on Twitch for reporting it with such great repro steps.
What about Dragon Blood being buffed for Magic DK?
ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Poison Injection (Poison Arrow morph): Fixed an issue where this morph’s bonus damage to low-health targets was applying to equipped Poisons and the Poisoned status effect.
This is the "Ravage Health Bug" that some PVP players have been running into. Thanks to Nafirian on Twitch for reporting it with such great repro steps.
Wow this explains so much....i was thinking that only damage poisons are being influenced by that bug...so it also "works" with heal debuffs and cost increase poisons?